There's one huge problem.
Having the top guilds on your realm do all the work for you, while you run along and claim the same reward as they, simply isn't fair.

Blizzard is in a no-win situation here.

They want to make something challenging, but they also want to make it so you are HAPPY to see other players in the area, not angry (aka the Fatty Goat Steak effect). They also NEED to have players see content in significant numbers, or the accountants start scrapping underused features, and accountants > devs.

They added faction tagging so that players will have a "the more the merrier" mindset. But this means you can overwhelm challenging bosses through sheer numbers.
They crank up the difficulty of the boss, but if they make it too difficult, the average player will not be able to meaningfully contribute. This means that, no matter how much they may want to help, they can only leech since being helpful has been placed out of their reach.

The problem with Galleon? There was no challenge. Any rinky dink group could get the tag and kill him. You didn't need coordination, you just needed to hit him first. If it required a real group of attentive players, then there would be a chance you could wipe, and another group may steal it. But that threat wasn't there.

---------- Post added 2013-02-12 at 04:17 PM ----------

Originally Posted by Darmalus

They also NEED to have players see content in significant numbers, or the accountants start scrapping underused features, and accountants > devs.

This is also a horrible mindset. Heroic raiding in general isn't anything anyone does in significant numbers, why does it still exist? Every piece of content does not have to be 100% universally digestible by every player in the game.

I suspect it's added because some powerful people at Blizzard have an irrational attachment to the design philosophy behind it (I suspect Morhaime). Its presence is, I think, conclusive evidence that the "Activision and Kotick are destroying WoW" people are completely wrong.

"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"Almost every time I have gotten to know a critic personally, they keep up with the criticism but lose the venom." -- Ghostcrawler
"Nothing will ever be attempted if all possible objections must first be overcome." -- Samuel Johnson

Can't say it bothers me. I've yet to see my faction kill Galleon, I'm perfectly fine with Troll-rex being the same, it's a world boss - let it do it's own thing. If you can't a) zero GY rush it with faction tapping, b) round up enough people good enough to kill it, then deal with not being able to loot it, just like not every player will loot Heroic Sha gear. There's plenty of content that's easy enough to do, let there be a few bits that are hard for a while - it'll probably be nerfed down before the expansions over.

Originally Posted by Filth the Warlock

There's one huge problem.
Having the top guilds on your realm do all the work for you, while you run along and claim the same reward as they, simply isn't fair.

Honestly, I'm totally fine with world bosses being that way. Provided the people doing the work still get their reward, I don't mind the people scavenging the kill getting theirs either - it's naive to pretend everyone in a Sha / Galleon / LFR kill performs at an even level.

This is also a horrible mindset. Heroic raiding in general isn't anything anyone does in significant numbers, why does it still exist? Every piece of content does not have to be 100% universally digestible by every player in the game.

Because LFR brought in enough fresh bodies the devs could make the normal and heroic modes without the accountants saying NO. Accountants aren't usually artists (I've met a few exceptions) but they can crunch numbers and tell when an artist is wasting time and money.

GC is not some absolute dictator. You can bet anytime a new feature is added, there were multiple meetings where GC, his team, artists, accountants, lawyers, salespeople, etc. all sat down and talked it out (maybe not all of them at once). I wouldn't be surprised if the justification for normal and heroic raids, as well as stuff like 5 man challenge modes, were justified by arguments that combined player psychology, sunk costs (its not like you have to make new art for hard modes), and other factors that wouldn't even occur to me.

How is this "wrong"? You need a big group of good geared and skilled players to kill him, unlike with Gaellon and Sha where it is near impossible to even wipe.

You can wipe on both Gaellon and Sha. To even prove my point on it did sha about a hr ago nearly wiped due to people not paying attion and tanks not getting add's.

I got no problem with a boss being hard but this is a world boss and the way its setup there is a ton of things that can go wrong with it.

Like people have said with its current setup if need be 200 people will go and kill it.

But like I said as well on small pop servers there is a high change none of them will ever get the kill due to the fact of how small there server is.

So yes this is a kick in the nutz for small servers who can barely get 40 people together to do sha.

Me personally this isn't tbc world boss's should be fun to fight without being a mind fuck like this one is going to be. If you want a challenge heroic raiders have heroic mode and even now a boss/achevement that is heroic only along with a 5.2 only achievement.

But to be clear it isn't how hard this boss will be that will be a mind fuck its how its setup.

I know of no evidence that any significant number of people complained WoW was too easy.

"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"Almost every time I have gotten to know a critic personally, they keep up with the criticism but lose the venom." -- Ghostcrawler
"Nothing will ever be attempted if all possible objections must first be overcome." -- Samuel Johnson

There's two world bosses. In fact, the other one, Nalak (sp?), is the one that drops tier gear. Nalak is the equal opportunity, anyone can run in and tag it and kill it boss. Oondasta is the hard one that requires good coordinated play and will incur wipes.

Why make Oondasta as easy as Nalak? That would just be redundant.

Also, don't think he'll be able to be zerged. Too many insta-kill mechanics and that long silence will be too much.

Lighteninghoof - assuming 11 people per ten man raid group, there are 44 alliance who have killed H Stoneguard. Assuming that the world boss is targeted for a 40 man raid group, we need pretty much every raider on the server of our faction... that sounds... not terribly possible.